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ROOM 189: SEWERS AREA 1 (SLIME BLOCKAGE)

The way forward is blocked by a large collection of blue slime blobs.  As the player approaches some of the slime forms into the shape of beautiful buxom woman and beckons the player closer.

This might cause a slight AROUSAL increase.

The player cannot fight these slime colonies.  Trying to do so will result in the player being pulled in and sensually drained of all their HEALTH.

This is another part of the water puzzle of the area.  The player will need to change the flow of water through the tunnels.  The first rush of water will wash away the slime colony and then the player can come back and find a way through.  (Unlike the deeper canals, the water level will subside to wading depth, allowing the player to traverse the tunnel.)


ROOM 188: SEWERS AREA 1 (WATER CANAL)

The first area of the sewers is series of deep canals and gates to guide water through different canals.

This would likely be some sort of two-level maze with the player needing to change the water flow through the lower level in order to open up various passages.  Designing the full level is a little more detail than I want to go into for the brainstorming phase.

Water runs through the canal in a fast-flowing stream.  The current is too fast to risk swimming across.

If the player turns various contraptions, the water flow through the sewer system changes and this way may become open.

ROOM 187: GRAND CANAL 1st BRIDGE

Following the sewer tunnels without interacting with the water puzzle elements will bring the player to a massive canal, as wide as a river.

(This massive tunnel runs beneath Ur-Carnosa and splits it in half.  It's similar to ancient Rome's Cloaca Maxima.)

There is no longer any water in the canal.  Instead it is filled with heaps of translucent blue slime.  The only way across is a rickety wooden bridge.  The player can also see another one further down.

This bridge looks a bit worse for wear and is covered in some places with a thin layer of blue slime.

If the player tries to use this bridge to cross, some of the boards will give way halfway across, dropping the player into the slime below.  This is all part of the GIGANTIC SLIME's body.  She will manifest in the form of a curvaceous woman, pull the player down into her and leisurely coax him into spunking all his life away into her soft, enveloping slime.

This is not the correct way to go.  The player will need to interact with the water puzzle to open up a way to the second bridge.

ROOM 186: SEWERS (SLIME GIRL FIGHT)

The first half of this region is a maze of tunnels.  The regular encounters for this will likely have some RNG to determine if a tunnel is empty or not.

On the ones that aren't:

The player is walking along when a giant drip of blue slime falls from the ceiling and reforms into a beautiful buxom girl.  She's not interested in conversation.

FIGHTFUCK: BLUE SLIME

Slime girls are usually the starter monsters of RPGs.  This is near the mid-point, so the BLUE SLIMEs will be more powerful than the usual blue slimes.  The art (if any) will likely point to this by giving her a buxom MILFy look.

The BLUE SLIMEs are grapplers.  While not big enough to completely absorb a man, they use their slime to try and pin him down while using sexy massage moves to rub away any resistance.  They try to absorb dicks either between their tits or between their legs.  Once they've melted away all resistance, they'll try to trigger an endless ejaculation and absorb all the fluids from a man's body.

ROOM 185: SEWERS (WATER PUZZLE)

This one is a bit of a vagueness rather than a room.  The idea I had for the first part of the sewers was a kind of water puzzle.  There would be multiple tunnels.  Some would be blocked by slime colonies and others would be canals the player cannot cross.  The player would need to open sluice gates and turn wheels to redirect the water flow down the right tunnels.  This would wash away the impassable slime colonies in some tunnels but would also render some areas inaccessible thanks to the fast-flowing water (but also open up other areas as the water flow changes).

Properly mapping this out is little more detail than I want to do for a brainstorming project at this point in time.  Instead I'll just go over the feature locations and properly assemble them into a maze if/when I come to seriously implementing the project.

The first feature type is easy enough to add here:

An empty tunnel.

ROOM 184: SEWERS (SLIME QUEEN INTRO)

The player hasn't walked far before a big blob of pink slime oozes out of a crack in the wall and forms into the shape of a beautiful busty woman sitting on a big cushion. She smells of sweet strawberries.

This is the SLIME QUEEN and while the player will initially be defensive, she isn't hostile at this point. She's curious as to how the player has entered her domain as that route is normally sealed off. While she'll tease the player with saying she'd like to pull him up on her cushion and fuck his brains (and life) out with super bouncy sex, in truth the SLIME QUEEN is a very picky eater. She only likes to absorb the semen and energy of the finest heroes. Otherwise, she leaves them to the GIGANTIC SLIME.

Should the player get past the GIGANTIC SLIME, the SLIME QUEEN promises lots of gooey pleasures await him at the far end of the sewers. Then she blows him a kiss and melts away down holes in the floor.

She might also give some hints to the upcoming mechanics – to be filled in when I've worked out what they are.

ROOM 183: SEWERS (ENTRANCE)

New month, new region.  Sort of.  We're a day late, so I guess this will have to be a 30-room region.

This will be a sewer region populated by lovely slime girls.  Weirdly, this region will likely end up coming before the previous Tombs region.

Originally, I was thinking the overall plan would have been to make the city more open-ended, with choices of what route the player could take.  I was thinking of the Dark Souls design, where areas loop around and back into each other.  This is me not learning anything from creating 'House of Hellish Harlots', and making things far harder than they need to be.

I also want players to experience every level.  And that runs into a problem with the original idea I had for two routes under the central wall.  If the player takes one route, there's absolutely no reason to see the other level at all, which feels a shame for a sexy hentai game.

It would be better to have one level connect to the other, and as The Tombs has a clear exit point on the other side of the wall, that would have to come second.

This would give the game a level structure something like this:

Level 1: Entry Whorehouse
The player would always start with this level.

Levels 2-5 (Warren, Waterfront, Nest, Garden)
Each has one part of the key item required to progress.  The player has to go through all of them, but can do it in any order and the difficulty of each level would be determined by the player's build.

The connecting under-levels (6 -> 7)
Assembling the key item opens up the way to the slime sewers, which leads to the 'safe' back entrance into the tombs, which leads up into central Ur-Carnosa.

Levels 8-10
Again, each one must be completed, but the player has a choice in which order to do them.  (The current ideas I have pencilled in are a prison filled with sadistic femdom succubi, a tower of witch succubi, and a false cathedral filled with naughty 'angels'.

Level 11
Again the game would narrow down to a penultimate castle (likely filled with elite succubi/monster girls).

Level 12
And then a final 'chaos' level maybe partially set in the Dominion of Lust itself.

That's the nice thing about brainstorming exercises like this.  They help you narrow down on what the structure should look like.

But that's enough about the overall game, the slime girls have already lost one day, be a shame to steal another one from them, so here's the entrance to the sewers.

The SUCCUBUS COMPANION will be along to help open up the way and give the player some tips about the upcoming area.  The sewers were once a miracle of engineering beneath Ur-Carnosa.  They've since been taken over by a colony of slime girls.

One of the problems is a gluttonous slime girl daemon grown gigantic enough to fill some of the tunnels.  Fortunately (probably for the whole world) she is lazy and has no ambition at all.  She's content to lie in the bowels of the city and ruthlessly milk any human adventurer foolish enough to try and push through her gelatinous body.

The real danger is the SLIME QUEEN.  She's far more intelligent and while not as gigantic as the GIGANTIC SLIME, is still big enough to completely absorb a human being and drain all their life and power.

In terms of how the level will operate, the GIGANTIC SLIME is simply too vast for the player to fight.  He'll just need to find a way past (or through her).  The SLIME QUEEN will be a conventional boss fight at the end.

And into the sewers we go!

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